;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
12      ; City size for first unhappiness at Chieftain level
50      ; Riot factor based on # cities (higher factor lessens the effect)
4       ; Aqueduct needed to exceed this size
15      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
5       ; Base time for engineers to transform terrain (x2)
2       ; Monarchy  pays support for all units past this
5       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Unreachable,        4,-2,  nil, no,  3, 4    ; AFl
Frank Tech,         5, 1,  no,  no,  0, 3    ; Alp
Moslem Tech,        3,-2,  no,  no,  3, 0    ; Amp
Catholic Tech,      4, 1,  no,  no,  1, 3    ; Ast
Lombard Tech,       4,-1,  no,  no,  2, 3    ; Ato
Saxon Tech,         6,-1,  no,  no,  3, 4    ; Aut
Anglo Saxon Tech,   4, 1,  no,  no,  1, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 4    ; Bri
Scythian Tech,      6,-1,  no,  no,  0, 4    ; Bro
Religion,           5, 0,  nil, nil, 0, 2    ; Cer
Mathematics,        5,-1,  nil, nil, 0, 3    ; Che
Chivalry,           4,-2,  no,  no,  1, 0    ; Chi
Civil Law,          4, 1,  nil, nil, 0, 3    ; CoL
Agriculture,        5,-1,  nil, nil, 0, 1    ; CA 
Calendar Reform,    5,-1,  Che, Cer, 1, 3    ; Cmb
Absolute Monarchy,  5, 0,  no,  no,  2, 2    ; Cmn
Capitulary Reform,  4, 1,  CoL, Gue, 0, 4    ; Cmp
Diplomacy,          7,-1,  nil, nil, 0, 2    ; Csc
Construction,       4, 0,  nil, nil, 0, 4    ; Cst
Military Org.,      4, 0,  nil, nil, 0, 0    ; Cor
Heraldry,           4, 1,  Csc, CoL, 0, 2    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Trade Contacts,     4, 1,  Cur, E2,  1, 1    ; Eco
Electricity,        4, 0,  no,  no,  2, 4    ; E1 
Economy,            4, 1,  nil, nil, 0, 1    ; E2 
Vinyards,           4, 0,  no,  no,  2, 1    ; Eng
Cash Crops,         3, 1,  E2,  CA,  1, 1    ; Env
Popes Blessing,     2,-1,  Cer, nil, 1, 2    ; Esp
Public Works,       5, 0,  Gen, nil, 2, 4    ; Exp
Warships,           4,-1,  Gen, Cor, 2, 0    ; Feu
Coastal Watch,      4,-1,  Gen, Cor, 2, 0    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Engineering,        3, 2,  Cst, Bri, 1, 4    ; Gen
Popular Support,    4, 1,  Cer, CoL, 1, 0    ; Gue
Charlemagnes Death, 8,-2,  no,  no,  3, 1    ; Gun
Trade Stations,     4,-1,  Eco, Exp, 2, 4    ; Hor
Woodcrafting,       6, 0,  Che, Exp, 1, 4    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Stonecrafting Art,  5,-1,  Gen, Esp, 2, 4    ; Iro
Organized Labor,    4,-1,  Cmp, Exp, 3, 2    ; Lab
Burned Bridge,      4, 0,  no,  no,  3, 3    ; Las
Lightning Strike,   5,-1,  no,  no,  1, 0    ; Ldr
Workhorses,         5, 2,  Ind, Lab, 0, 3    ; Lit
Siege Towers,       4,-2,  Ind, Cor, 2, 4    ; Too
Scouting Program,   4,-1,  Eco, Cor, 1, 3    ; Mag
Map Making,         6,-1,  no,  no,  0, 1    ; Map
Open Borders,       4, 1,  Hor, Cmp, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Burn Igdrassil,     4, 0,  no,  no,  2, 1    ; Med
Skilled Labor,      6,-2,  Lab, Mag, 1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Faith,              5, 1,  nil, nil, 1, 2    ; MT 
Mysticism,          4, 0,  no,  no,  0, 2    ; Mys
dNavigation,        6,-1,  no,  no,  1, 1    ; Nav
dNuclear Fission,   6,-2,  no,  no,  3, 3    ; NF 
dNuclear Power,     3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  no,  no,  1, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Pottery,            4, 1,  no,  no,  0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Vinyards,           4, 0,  Env, Exp, 3, 1    ; Ref
Grape Planting,     3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Seafaring,          4, 1,  no,  no,  0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Faith2,             3, 2,  no,  no,  1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  nil, nil, 0, 1    ; Tra
University,         5, 1,  no,  no,  1, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
The Wheel,          4,-1,  no,  no,  0, 4    ; Whe
Not Christian,      4, 2,  no,  no,  0, 3    ; Wri
Enlightenment,      1, 0,  Esp, Lit, 3, 3    ; FT 
Desiderius Strikes, 3, 0,  no,  no,  0, 0    ; U1 
Mystery,            3, 0,  FT,  nil, 0, 0    ; U2 
No Farmers,         3, 0,  no,  no,  0, 0    ; U3 
Not Frank,          3, 0,  no,  no,  0, 0    ; X1 
Not Angle,          3, 0,  no,  no,  0, 0    ; X2 
Not Catholic,       3, 0,  no,  no,  0, 0    ; X3 
Not Saxon,          3, 0,  no,  no,  0, 0    ; X4 
Not Scythian,       3, 0,  no,  no,  0, 0    ; X5 
Not Lombard,        3, 0,  no,  no,  0, 0    ; X6 
Not Moslem,         3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Great Castle,             10, 0,    Iro,
Army Camp,                 4, 1,    Cor,
Windmill,                  6, 1,    CA, 
Hedge Wizard,              4, 1,    Cer,
Solidi,                    8, 1,    E2, 
Church,                    8, 1,    Cer,
Capitulary,               10, 1,    Cmp,
Siege Defense,             8, 2,    Gen,
Public Works,              8, 1,    Exp,
Cash Crops,               12, 1,    Env,
Cathedral,                12, 3,    Esp,
Gregorian Chants,         16, 3,    Esp,
Manor House,              16, 4,    Lab,
Gargoyles,                10, 4,    Iro,
Lumber Yard,              20, 4,    Ind,
Skilled Labor,            32, 6,    Met,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Work Horses,              16, 4,    Lit,
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
?,                        16, 3,    no, 
Immigration,              12, 2,    Mas,
Vinyards,                  8, 3,    Ref,
Baazar,                   20, 5,    Eco,
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Watch,             8, 3,    Fli,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    nil,
Patrolled Harbor,         10, 3,    Feu,
Trade Route,              16, 3,    Hor,
Police Station,            6, 2,    no, 
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
Lombard Crown,            20, 0,    nil,
Lombard Laws,             20, 0,    nil,
Charlemagnes Bridge,      20, 0,    Ind,
Frankish Crown,           20, 0,    nil,
Great Library,            30, 0,    no, 
Oracle,                   30, 0,    no, 
Great Wall,               30, 0,    no, 
Sun Tzu's War Academy,    30, 0,    no, 
King Richard's Crusade,   30, 0,    no, 
f,                        20, 0,    no, 
Iggdrassil,               40, 0,    nil,
Glastonbury Thorne,       30, 0,    nil,
Corpus Iurius Civilis,    40, 0,    nil,
Basilica,                 30, 0,    Iro,
Leonardo's Workshop,      40, 0,    no, 
J. S. Bach's Cathedral,   40, 0,    no, 
Mystery,                   1, 0,    U2, 
Khans Treasure,           40, 0,    nil,
Calendar Reform,          10, 0,    Cmb,
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Ring of the Avars,        60, 0,    nil,
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
Charlemagne,              60, 0,    nil,
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Lombard Crown
nil,        ; Lombard Laws
Las,        ; Charlemagnes Bridge
nil,        ; Frankish Crown
no,         ; Great Library
no,         ; Oracle
no,         ; Great Wall
no,         ; Sun Tzu's War Academy
no,         ; King Richard's Crusade
no,         ; f
Med,        ; Iggdrassil
nil,        ; Glastonbury Thorne
nil,        ; Corpus Iurius Civilis
Ldr,        ; Basilica
no,         ; Leonardo's Workshop
no,         ; J. S. Bach's Cathedral
nil,        ; Mystery
nil,        ; Khans Treasure
nil,        ; Calendar Reform
no,         ; Statue of Liberty
no,         ; Eiffel Tower
no,         ; Women's Suffrage
nil,        ; Ring of the Avars
no,         ; Manhattan Project
no,         ; United Nations
no,         ; Apollo Program
Gun,        ; Charlemagne
no,         ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Khazar,       X5,  0,  4.,0, 23a,17d, 4h,6f, 10,0,  0, Bro, 000000000000000
Miner,        nil, 0,  2.,0,  0a,15d, 3h,1f, 127,0,  5, AFl, 000000000000000
Duke,         nil, 0,  0.,0,  0a,30d, 7h,7f, 127,0,  1, AFl, 000000000000000
Pirate,       X7,  0,  2.,0, 27a,16d, 5h,8f,  8,0,  0, Amp, 000000000000100
Spaniard,     nil, 0,  0.,0, 11a,16d, 4h,2f, 10,0,  1, AFl, 000000000000000
Legion,       nil, 0,  1.,0, 33a,22d, 7h,7f, 50,0,  1, AFl, 000000001000000
Roland,       nil, 0,  2.,0, 53a,30d, 9h,9f, 127,0,  0, AFl, 000000001000011
Berserker,    nil, 0,  1.,0, 40a,22d, 6h,10f, 90,0,  0, AFl, 000001000000000
Moors,        X7,  0,  1.,0, 28a,19d, 6h,6f,  8,0,  1, Amp, 000100000000000
Incendiary,   nil, 0,  1.,0, 30a,10d, 2h,7f, 127,0,  1, AFl, 001001001000010
King,         nil, 0,  0.,0,  0a,35d, 8h,8f, 127,0,  1, AFl, 000001000000000
Dane,         nil, 0,  2.,0, 25a,19d, 5h,4f,  4,0,  0, AFl, 000000000000110
Northmen,     nil, 0,  0.,0, 24a,14d, 4h,5f,  4,0,  0, AFl, 000000000000100
Amazons,      X5,  0,  2.,0, 18a,20d, 3h,5f,  9,0,  3, Bro, 000000000000001
Berber,       nil, 0,  5.,0, 27a,24d, 7h,7f, 50,0,  0, AFl, 000000000000000
Celt,         nil, 0,  2.,0, 23a,18d, 7h,8f,  2,0,  0, AFl, 000000000000000
Briton,       nil, 0,  1.,0, 10a,33d, 5h,3f, 127,0,  1, AFl, 000000001000000
War Elephant, nil, 0,  4.,0, 41a,20d, 8h,6f, 127,0,  0, AFl, 000000001000000
Pict,         nil, 0,  2.,0, 15a,5d,  3h,3f,  1,0,  0, AFl, 000000000000000
Great Hall,   nil, 0,  0.,0,  0a,5d,  1h,1f, 127,0,  1, AFl, 000000000000000
Scout,        X1,  0,  2.,0,  0a,12d, 2h,5f,  5,0,  0, Mag, 000001000001001
Raider,       nil, 0,  6.,0, 35a,36d, 5h,7f, 99,0,  0, AFl, 000000000000011
Knight,       nil, 0,  3.,0, 37a,30d, 8h,7f, 127,0,  0, AFl, 000000001000001
Whale,        nil, 2,  0.,0,  0a,30d, 8h,6f, 127,0,  2, AFl, 000000000001000
Farmer,       U3,  0,  1.,0,  0a,8d,  4h,1f,  5,0,  5, CA,  000000000000000
Frank Inf.,   X1,  0,  2.,0, 27a,19d, 7h,7f,  3,0,  0, Alp, 000000001000000
Avar,         nil, 0,  5.,0, 33a,35d, 5h,6f, 40,0,  0, AFl, 000000001000011
Anglo-Saxon,  X2,  0,  2.,0, 27a,18d, 7h,9f,  5,0,  0, Ban, 000000000000000
Missi,        nil, 0,  2.,0, 25a,19d, 3h,5f, 25,0,  0, AFl, 000000000000011
Refugee,      nil, 0,  2.,0,  0a,7d,  5h,1f, 60,0,  0, AFl, 000000000000000
Kraken,       nil, 2,  0.,0,  0a,48d, 4h,9f, 127,0,  2, no,  000000000001000
Saxon Inf.,   X4,  0,  1.,0, 20a,14d, 6h,8f,  6,0,  1, Aut, 000000001000011
Warship,      X1,  2,  5.,0, 36a,17d, 8h,6f, 15,1,  4, Feu, 000000000001000
Sea Rover,    X4,  2,  8.,0,  0a,23d, 6h,2f, 20,6,  4, Feu, 000000000000000
Dhow,         X7,  2,  6.,0,  0a,18d, 5h,2f,  8,4,  4, Amp, 000000000000001
Weletabian,   nil, 0,  3.,0, 15a,25d, 7h,6f, 127,0,  1, AFl, 000000000000000
Chieftan,     nil, 0,  0.,0,  0a,37d, 7h,4f, 127,0,  1, AFl, 000000000000000
Emir,         nil, 0,  2.,0, 35a,35d, 9h,9f, 127,0,  0, AFl, 000000001000001
Kurgan,       nil, 0,  0.,0,  0a,30d, 1h,12f, 127,0,  1, AFl, 100000000000001
Revolutionary,nil, 0,  3.,0, 24a,14d, 6h,8f, 127,0,  0, AFl, 000000001000001
Monk,         X3,  0,  1.,0,  0a,10d, 1h,1f, 20,0,  1, Ast, 000000000000000
Lombard Inf., X6,  0,  2.,0, 16a,20d, 7h,7f,  8,0,  0, Ato, 000000001000000
Lombard Cav,  X6,  0,  5.,0, 21a,16d, 8h,8f,  9,0,  3, Ato, 000000000000000
Benevetan,    nil, 0,  0.,0,  0a,30d, 6h,4f, 10,0,  1, AFl, 000000000000000
Moslem Cav.,  nil, 0,  5.,0, 30a,16d, 6h,8f, 10,0,  3, Amp, 000000000000000
Wild Horse,   nil, 0,  1.,0,  0a,1d,  1h,1f, 127,0,  0, AFl, 000000000001000
Herald,       nil, 0,  2.,0,  0a,0d,  1h,1f,  9,0,  6, Cur, 000000000000010
St. Boniface, nil, 0,  2.,0,  0a,0d,  1h,1f, 127,0,  6, AFl, 000000000000011
Peasant Cav., nil, 0,  3.,0, 23a,18d, 4h,6f, 10,0,  0, AFl, 000000000000000
Keel,         X2,  2,  2.,0,  0a,10d, 4h,4f, 12,1,  4, Feu, 000000000100000
Saxon Def.,   X4,  0,  1.,0, 14a,20d, 4h,3f,  8,0,  1, Aut, 000000000000000
Frank Cav.,   X1,  0,  4.,0, 26a,14d, 9h,7f,  3,0,  0, Alp, 000000000000000
Frank Vanguard,X1,  0,  2.,0, 24a,18d, 8h,6f,  3,0,  3, Alp, 000000000000010
War Chief,    nil, 0,  4.,0, 44a,36d, 6h,8f, 127,0,  0, AFl, 000000001000111
Hun,          nil, 0,  4.,0, 35a,28d, 6h,7f, 60,0,  0, AFl, 000000001000001
Siege Tower,  X1,  0,  1.,0, 44a,6d,  4h,9f,  6,0,  0, Too, 000000001000000
Missionary,   Wri, 0,  1.,0,  0a,5d,  1h,1f,  6,0,  7, Esp, 000000000000000
Great Hall,   no,  0,  0.,0,  0a,10d, 1h,1f, 127,0,  1, no,  000000000000000
Treasure,     no,  0,  0.,0,  0a,15d,12h,12f, 127,0,  1, no,  000000000000000
Pyrennes,     nil, 1,  0.,0,  0a,40d,12h,12f,  1,0,  1, AFl, 000000000000000
Arab Farmer,  X7,  0,  2.,0,  0a,8d,  4h,1f,  5,0,  5, CA,  000000000000000
Champion,     nil, 0,  2.,0, 48a,30d, 9h,8f, 127,0,  0, AFl, 000000001000011

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   no,  1, 5, 5,   no,  1, 5,  3,  no,    ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   no,  0,15,  0,  no,    ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  Jun,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  no,    ; For
Hills,      2,4,  1,0,0,   no,  1,10, 0,   yes, 3,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  2,  no,    ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Taiga,      4,2,  1,0,0,   no,  0, 0, 0,   no,  1,15,  3,  For,   ; Gla
Riverbed,   2,2,  2,1,0,   yes, 0,10, 1,   no,  0,15,  0,  no,    ; Swa
Mined,      3,2,  0,1,0,   no,  0,15, 6,   no,  0,15,  0,  Grs,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
DesertElephant,1,2,  3,1,0,
Wool,       1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Wolves,     4,4,  0,0,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Russian,    4,6,  1,4,1,
Ducks,      2,2,  2,1,0,
Gold Mine,  4,4,  0,3,8,
Shrimp,     1,2,  2,0,2,
Barbary Lions,1,2,  2,4,4,
Cattle,     1,2,  3,2,0,
Grassland,  1,2,  2,1,0,
Furs,       2,3,  1,2,3,
Falcons,    2,4,  1,2,1,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Honey,      2,2,  1,2,1,
River Fish, 2,2,  3,1,1,
Silver Mine,4,4,  0,3,5,
Fish,       1,2,  2,1,1,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Lord,        Lady
Monarchy,       King,        Queen
Communism,      High King,   High Queen
Fundamentalism, Sultan,      Sultana
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 3, Romans,      Roman,       1,  1,  1,
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,     -1, -1,  1,   1, Pope, Pope
Ramesses,     Cleopatra,           1, 4, 1, Egyptians,   Egyptian,    1,  0, -1,
Abe Lincoln,  E. Roosevelt,        0, 5, 3, Americans,   American,    1, -1,  1,
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       1, -1, -1,
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,      1,  1, -1,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Threatening
Hostile
Enraged













